Does anybody remember the classic game Hocus Pocus? It was an old sidescrolling platform game made by Apogee in 1994.

What would happen if Hocus Pocus was a fps like Doom, rather than a sidescroller? Inquiring minds wanted to know! Hocusdoom is a Total Conversion for Doom 2 that attempts to bring Hocus into the third dimension in a dazzling new adventure!

fixed a bug where dormant bosses still blocked shots. apparently it matters when you declare the Monster combo.

fixed several more ceiling portals and added one to map25

removed a crystal entirely on map25. I spent way too many times completely passing it by, as I'm sure did everyone else.

more various missing textures fixed, and maps touched up.

easter egg treasure no longer counts to total treasure

weapon powerups no longer give score

added a jump pad in map34. I don't like inescapable pits.

altered powered up launcher for jazz secret

expanded boss arena on map40 and prevented boss from getting suck on the sign

fixed various issues with ULTRA difficulty, hopefully.

raised a power bomb off of the slime in map14 so that you can get it without taking damage.

added laser barriers for the trolodon fight so you can't go back down until the next phase. This solves the issue of trolodon not targetting you through a portal, and gives the fight a little more urgency.

spiders jump now. experience fear.

remade treasure room in map39

testing autofire for your main weapon. its slower than clicking (even at level 1 power), but I've had a lot of people ask for it over the years.

changelog for - 01-13-19

fixed volume for music in map40

added a Death.Massacre state for base enemies. No more deafening explosions or slowdowns when using Massacre cheat

fixed an error with map40 pointing to map30. now points to the correct next map.

fixed some texture alignments on map02

fixed a softlock issue on map19

forced the outer door in map39 requiring the power wand, mostly so you can't miss it. The fight practically requires it anyway.

lightning upgrades now let you shoot extra shots occasionally, not randomly. more upgrades shoots them more often. ring on the finger will glow when next shot will double. needs testing as it may throw all balancing off?

gave the flamejets a damagetype. Monsters could kill themselves on them.

made the flamejets less intensive. Did every projectile really need a light?

added +DONTSPLASH to several particle effects. They were getting on my nerves.

crystal ball pickup sound should not be overridden by anything anymore (hopefully)

made the secret platforms in map10 a little more visible.

included Hisymak's GENMIDI. Sounds pretty close to the original. I'll still keep the mp3s around though.

changelog for - 03-07-2016

nerfed monster trap on map11. forgot to when I nerfed the rapid fire powerup.

implemented some actual difficulty levels. Monsters on HARD don't have as much health, but will still do more damage, and will be more of them. EASY won't be quite as pushovery either. ULTRA will still fuck you. Sorry, not sorry.

changed projectiles for Power Wand again. The blue and Red just didn't feel right.

Fixed floor check for the jump potion particles. Should work now. (a bit goofy if you hit a ceiling)

New weapon sprites to match the toony look.

Made Monsters return to their original position when they despawn

Reverted monster returning because it doesn't work yet.

added some E2 enemies (blackbeast, mummy, bat)

added some E3 enemies (secret enemies)

added A_SentinelBob to flying monsters to see how they work (works nicely)

added sound variants for power/rapid fire weapons

added some secret stuff

added textures and decorations for Egypt and Night 2 sets

Reworked how bosses work. They should despawn and reset the boss health bar scripts fine now.

changelog for - 08-05-14

added map06

fixed a bug where enemy health bars wouldn't work after loading a savegame

Fixed Progress screens, both when you win a level, and when you die. Now you can't interrupt the death window by pressing a key. Also, they fade out properly now. Unfortunately now there's an issue with the camera spawning inside walls.

Updated decorate and scripts for Monk bosses

Fixed a bug where when you restart a level after dying you retain upgrade shots.

Hocusdoom will have relatively the same features as the original Hocus Pocus. You complete maps by collecting all available crystals. However, you can also find red crystals that let you warp to secret maps at the end of the level. You are awarded points for finding treasure, killing enemies, and completing each map within a time limit. At the end of every episode your highest score will be recorded.

While I don't mind doing most everything by myself, there is one thing I could use help with--enemy sprites. I can use the original sprites for side views, but I need front and back views for them. If anyone would like to help, I'll provide a spritesheet that you can use as a base, to keep everything consistent.Edit: As of 2017 I have 3/5 of the sprites done, however many still remain. If you still wish to help, please let me know!

I loved Hocus Pocus as a kid, and despite the AI being obviously terrible to me now as an adult, I still adore the graphics and music. This has some promise, but I'd like to point out that Hocus seems to be a young man, yet the recolored Hexen mage hands are veiny and wrinkly. Also, Hocus Doom sounds kinda dumb. Couldn't you at least settle with Hocus Pocus 3D or something?